Preparation
Talents
At the level of difficulty this guide is aimed at (heroics and upwards), any serious tank will have at least 51 points in Protection -- quite often more -- and at least 6 points in Retribution for Deflection and 1/2 Improved Judgements. Beyond that, opinions vary. Most builds go with at least 53 points in Protection to pick up every talent in the sixth tier and deeper (except perhaps the second point in Spiritual Attunement), and then use the remaining points to fill in personal preferences or raid needs.
This spec represents the talents generally considered "required" for tanking, with the remaining 12 points being fairly flexible and subject to personal preferences, the classes/specs of your companions, and the needs of specific encounters.
Protection
[Divinity]: Opinions vary on this talent. It's certainly an increase to the amount of healing your healers can do to you, but it's not always clear how useful this is. Since WotLK content (so far) generally tests healers with spike damage on the tank, in many cases this talent probably doesn't do a whole lot more than increase the amount of overheal. One thing that's certain is that it's more efficient on an MT than an OT, since the MT will have more healers.
Obviously if you're forced to heal on some encounters, this talent has extra value. The bonus applies to self-healing effects twice (see
qixxin's post here), for a total of slightly more than 10% extra healing from healthstones, potions, bandages, Seal of Light, and Lay on Hands (which probably won't matter since LoH already heals you for 100% of your health.)
[Divine Strength]: This is a staple tanking talent; strength is a primary threat stat as well as a moderate defensive stat. Take this before Divinity; it belongs in any serious tanking build.
[Stoicism]: This is generally considered a PvP talent. Stuns do happen in PvE, but not frequently enough to merit this talent, and dispel effects are even rarer in PvE. If you can identify a specific encounter where this will help you, go ahead; otherwise don't bother.
[Guardian's Favor]: Also a mostly-PvP talent. If you find yourself with Hand of Protection constantly on cooldown and wishing you could use it more often, then pick this up. Otherwise skip it.
[Anticipation]: This is a must-have tanking talent. Not only does dodging save you damage, it also restores mana through Blessing of Sanctuary. This talent does not suffer from diminishing returns and doesn't contribute to diminishing returns on dodge from gear: Your dodge chance will
always be 5% higher with this talent than without it.
[Improved Righteous Fury]: Essentially required. You'll always have RF up when tanking, so this is basically a permanent 6% across-the-board damage reduction.
[Toughness]: Another must-have talent. A 10% boost to your armor value is roughly a 5-6% reduction in physical damage taken before blocking is considered, and effectively a larger reduction in post-blocking damage. The reduction in snare duration is also more useful than you might expect, since many mobs will use rooting or slowing effects.
[Divine Sacrifice]: Using this while tanking is usually not a good idea, since you don't want to increase the damage you're taking, but this can be a useful ability during off-tanking situations, or during phases of a fight in which you aren't tanking anything. It's especially useful in conjunction with Divine Shield, since the two abilities together simply cause all the absorbed damage to go away. Divine Sacrifice can only absorb a total of 150% of your health in damage before expiring. However it appears this is a limit on the damage dealt to you, not the damage saved on other people, so using this while Divine Shield is active will keep it up for its full duration no matter how much damage it sucks up. Also note that the damage transferred preserves its type (physical, holy, fire, etc) so you can resist it as normal, and if you have Divine Sacrifice and Hand of Protection active on yourself at the same time, physical damage absorbed will go away and not count towards "overloading" Divine Sacrifice.
Knaughty: I'm a boss-whoring tank who never heals and is almost always MT instead of OT. I still have and really like this talent. I have it for only three encounters, but it is very powerful for those three (and they're hard - well, hard for 3.0, anyway):- Sapphiron Air phase: You're not tanking, there's a lot of raid damage floating around. I've saved a wipe when we've had multiple healers ice-blocked (or even just one healer in 10-man).
- Malygos vortex & Phase 2: Again, you're not tanking (other than Lords for a bit at start of P2). Fairly powerful, I have saved people who stuffed up running into bubbles (or just taken a load off the healers when breath occurs).
- Sarth+3: Hand of Sac + Bubble w. DG = huge CD for Sarth MT. Just make sure someone else is carrying the adds for you for a few seconds while you do this.
(Commenting on an earlier version of this talent)
[Divine Guardian]: The increase in effectiveness for Divine Sacrifice is nice, and if you use Divine Sacrifice with an immunity effect it represents a pure gain in the amount of damage you divert. The increase in duration applies to both the Sacred Shield spell itself (60s duration with the talent instead of 30) and to the shield effect it creates (12s instead of 6). A new shield "proc" while an old shield is active will simply refresh the effect, but will not stack. So in addition to making your Sacred Shield more powerful, it also reduces the busywork involved in keeping it active. The combined effects make this a very nice talent.
[Improved Hammer of Justice]: Judgements of the Just will already reduce your HoJ cooldown from 60 seconds to 50, so if you have that talent (which you should) this talent will further reduce the cooldown to 30 seconds. Whether this is useful depends a lot on your playstyle; some tanks love to use HoJ as a stun and an interrupt frequently on adds and trash, and some almost never use it. Basically, if you find HoJ is always on cooldown when you want to use it, this is the talent for you; otherwise spend the points on something else.
[Improved Devotion Aura]: Strongly recommended. Devotion Aura is the aura of choice for tanking things that hit hard, and the extra 600 armor at level 80 is not insignificant. Moreover, this helps other tanks as well, and the healing bonus helps healers no matter who they're healing. This is one of the talents that you'll generally be expected to bring to a raid.
[Blessing of Sanctuary]: Core tanking ability and required for other core tanking abilities. See above under Defensive Abilities.
[Reckoning]: This is less useful than it was in TBC for two reasons. First, melee attacks and seals are a smaller fraction of threat generation than they used to be. Second, one of the virtues of Reckoning in TBC was that it worked with two-handed weapons as well as one-handers, but WotLK prot paladins do far more dps with a one-hander and shield than they ever could with a two-hander. With that said, it still adds some amount of threat, though at the cost of exposing you to more parries.
[Sacred Duty]: Must-have. An 8% stamina increase for two talent points is a ridiculously good value. The cooldown reduction on the bubbles is also important, especially for Divine Protection. Reducing the cooldown of DP from 3 minutes to 2 can dramatically increase its value.
[One-Hand Specialization]: Strongly, strongly recommended. Since you'll always be using a one-hander and shield (see comments for Reckoning) this is a permanent 10% damage increase. It's true that threat generation is not difficult these days, but burst threat is still quite important. And if your dps is about half of what the dps'ers in your raid are putting out, then this is still equivalent to a 5% damage increase for one of them, which is nothing to sneeze at.
[Spiritual Attunement]: This talent doesn't work with overhealing, so it provides mana that scales with the damage you take (provided you're getting healed, of course). With the new refreshing effect on Divine Plea, the value of this talent varies a lot with circumstances and personal playstyle. On the minus side, if you can keep DP up near-permanently you'll probably never notice this talent. On the plus side, keeping DP up permanently is one more thing you have to actively manage, whereas Spiritual Attunement is entirely passive so it can be a good value if you often find yourself too busy to pay attention to DP.
[Holy Shield]: Must-have, obviously. If you think you won't need Holy Shield for what you're doing, you're probably in the wrong tree to begin with.
[Ardent Defender]: Must-have. As of the 3.2 patch, this talent now affects attacks that bring you below 35% health, with the damage reduction applying to the sub-35% part of the blow. This removes the "leapfrog" effect which previously was the topic of much heated debate.
The "cheat death" function effectively serves as a second tanking "cooldown", which is useful for fights where you need, e.g., one cooldown every minute (you can use DP every second time, and trust AD to bail you out for the rest). When AD saves you from death, you'll get a debuff called "Ardent Defender" with a 2-minute duration that lets you know when it becomes available again.
Since the 30% heal from AD keeps you entirely within the range of the damage-reduction effect, it's effectively worth about 43% of your total health. One major advantage of this effect over similar abilities like a warrior's Last Stand is that it triggers automatically when you need it and only when you need it, e.g., there's no chance of "wasting" the AD heal.
[Redoubt]: Must-have. This is worthwhile for the increased block value alone, but the proc effect can also be nice if you don't have enough avoidance to block all hits with Holy Shield alone, or if you're tanking multiple mobs and your Holy Shield charges are getting used up frequently.
[Combat Expertise]: Also a must-have. The extra stamina alone is worth the price of admission, but the expertise gives a little extra threat and mitigation, and even if you can't rely on crits for threat they're still fun. Note that as of the 3.1 patch, this also affects spells, although this is unlikely to make a noticeable difference unless you find yourself healing in a Prot spec for some reason.
[Touched by the Light]: Recommended. As of the 3.2.2 patch, this talent increases your spellpower by 60% of your strength rather than 30% of your stamina. This will reduce the spellpower this talent gives to most prot paladins, but not by a significant amount. The spellpower from this talent will add perhaps 3-5% to your threat and also increases the power of your Sacred Shield procs. The crit healing effect has nothing to do with tanking, obviously, but it's still nice for situations where you're forced to heal -- even if that means nothing more than soloing.
[Avenger's Shield]: Must-have.
[Guarded by the Light]: Must-have. This talent allows you to keep Divine Plea active permanently while tanking or dps'ing, and a 6% reduction in magic damage is nothing to sneeze at.
[Shield of the Templar]: Must-have. The 3% damage reduction is worthwhile by itself. The silence on Avenger's Shield can occasionally be useful on trash mobs and on some spellcasting bosses.
[Judgements of the Just]: The increase in SoJ stun duration is mostly a PvP effect, and the reduced HoJ cooldown is nice if you're a frequent HoJ user. However, the real importance of this talent is the slowing effect, which is a substitute for Thunderclap or the druid/DK equivalents. You'll want this effect up in some form anytime you're tanking something serious. Bosses have special attacks on cooldowns that aren't affected by this, so a 20% reduction in attack speed isn't a 20% reduction in damage taken, but it's still a significant benefit.
The question that gets asked frequently is whether there's any reason to take this talent if you know you're going to regularly have a prot warrior, feral druid, or frost DK in your raids. The answer (in my opinion, anyway) is yes. Raids frequently have to split up, with tanks in different areas where they can't debuff each other's mobs. The value of JotJ is that it's yours, and you will always have it on whatever you are tanking, even if your prot warrior is on the other side of the room. Unless you're customizing your spec for a specific fight where you know this won't be a problem, it's best just to take this.
[Hammer of the Righteous]: Must-have.
Retribution
[Deflection]: Must-have for tanking. Like Anticipation, this doesn't have anything to do with diminishing returns; it's always worth exactly 5%, and parries provide mana through Blessing of Sanctuary.
[Benediction]: All tanking spells are instant-cast, so this basically stretches your mana bar 10% further. Generally speaking, mana shouldn't be a significant enough issue when tanking to make this talent really necessary. If you've got 2/2 Spiritual Attunement and you're still frequently running low on mana, you might want to invest some points here, but otherwise it's probably not worth it.
[Improved Judgement]: One point is a must-have because the optimal ability rotations require a judgement every 9 seconds.. The second point is a matter of personal taste.
[Heart of the Crusader]: Not a tanking talent, but if you run with a smaller group and don't have a Ret paladin, this can be a nice dps boost for the raid. Even in larger raids it can be nice to be able to apply your own HotC debuff for situations where you're tanking one target while your Ret paladin(s) dps another.
[Improved Blessing of Might]: Also not a tanking talent. However, depending on the composition of your raid you may find yourself often casting BoM on melee dps and hunters. If so, this can be a nice dps boost for them.
[Vindication]: As of the 3.2 patch, the AP reduction provided by this talent is equivalent to a fully talented warrior Demo Shout, a feral druid Demo Roar, or a fully talented warlock Curse of Weakness, and does not stack with those effects. Hence this talent can substitute for those. Because this effect is completely passive and "free" of a cost in resources, damage, or time/attention, in many ways it's preferable to those effects. Many tanks take this talent for reasons similar to those discussed above for Judgements of the Just.
[Conviction]: Not really necessary in any way, but big ShR crits can be a lot of fun if you have the points to blow. Also effects spells, so this can be handy if you end up healing frequently.
[Pursuit of Justice]: Very very nice to have if you can get it. Tanking frequently involves moving, repositioning mobs, dodging fire, etc, and a permanent run-speed bonus is a very nice thing. PvE mobs also often have disarm abilities, and the reduction in duration is nice since you can't HotR while disarmed. This talent doesn't stack with gear enchants that do the same things.
[Sanctity of Battle]: A nice talent if you're this deep in Ret. One point in this is always better than one point in Conviction, since it does everything Conviction does and more.
[Crusade]: This talent is a flat 3% damage increase, and against many many raid mobs a 6% increase. Nice if you can get it.
Holy
[Seals of the Pure]: This is not a huge increase in damage, but it's not trivial either, especially with the new weapon-damage component of SoV. A useful talent, but it can be difficult to find the points for it in a standard tanking build.
[Unyielding Faith]: Not a huge deal, but it's nice, and if you're here anyway with points to burn it's not a bad choice.
[Aura Mastery]: Note that the doubling effect doesn't apply to talents that improve auras; hence if you use it with Devotion Aura for example, you'll only get the base 1205 extra armor, even if you have the Improved Devotion Aura talent. Its real use is with resistance auras; on Hodir for example it can be handy to be able to give the entire raid an extra 130 frost resistance for 10 seconds during his Frozen Blows.
[Improved Lay on Hands]: This is a very nice talent from a tanking perspective. With full talent points, it's a 20% reduction to physical damage. Effectively this turns LoH into a kind of stackable mini-shieldwall. With the appropriate glyph you can reduce the cooldown to 11 minutes, and it can be cast on other tanks as well. Potentially very useful if you find yourself in need of another damage-reduction or instant-healing cooldown.
Gear
The two goals of a tank are first, to gain and hold threat, and second, to survive. Your objective in selecting gear (including enchants and gems) is to balance these goals with respect to the content you'll be tanking and the role(s) you expect to play.
Gearing for survival
There are several ways to enhance your survivability. The first is to eliminate incoming critical hits; this is generally considered mandatory for serious tanking. Beyond that, a tank can focus on avoidance (increasing the chance for attacks to miss completely), mitigation (reducing the largest possible amount of damage that can be done to you), or soaking ability (stacking stamina). There are advantages and disadvantages to all these approaches, and different encounters will favor different survival strategies.
Eliminating critical hits
When you begin accumulating tanking gear, the greatest immediate danger facing you is critical hits. Critical hits from mobs do double the normal damage (spells cast by mobs cannot critically hit) and in most serious tanking situations taking a critical hit can be extremely dangerous, if not immediately fatal. ("Serious" here refers to tanking in level 80 heroic instances and raids. While leveling in non-heroic instances, you don't need to worry overly much about critical hits as long as your healer is on the ball.)
Because of this, the first gearing goal of any tank should be to become immune to critical hits. Becoming crit-immune against a level 83 mob, such as a raid boss, requires 540 defense
skill. Assuming you're trained up to the level 80 maximum of 400 base defense, this requires a total of 689 defense
rating from your gear. For heroic 5-mans, the highest level mobs present will be level 82. Preventing crits from them requires only 535 defense skill, or 664 defense rating.
(The crit-immunity threshold is sometimes referred to as the "defense cap" because further defense beyond that level no longer reduces your chance to take a crit. However, extra defense beyond this point will still add to your avoidance, and in fact defense is still a very good stat to use for that purpose.)
Becoming crit-immune is generally not something that happens "by itself" at pre-raid and early raid gear levels. You'll need to pay attention to your defense as you gear up, even after you've first reached crit immunity. In many cases, epic tanking gear has less defense rating on it than some blue pieces in the same slot, so it's frequently the case that upgrading a piece requires you to make changes in your gear elsewhere in order to stay above the crit-immunity threshold.
Avoidance
The philosophy behind gearing for avoidance is that the best way to minimize the damage you take is simply to keep it from hitting you entirely. Gearing for avoidance means increasing your miss, dodge, and parry chances as far as possible. A tank who's purely interested in avoidance doesn't make an effort to increase his block chance or block value; by his philosophy it's not worth removing a small bit of damage when you can focus on just avoiding the whole thing.
Avoidance tanks function best against bosses and mobs that land heavy blows, where block value isn't terribly significant and you'd rather just avoid the whole thing and let your healers cancel their big heals.
Gearing for avoidance places high value on defense rating, dodge rating, parry rating, and agility. Because of the high degree of reliance on dodge and parry, the avoidance-focused tank needs to be more concerned about the diminishing returns on dodge and parry than other tanks.
According to Satrina on the TankSpot forums, the optimal path is to keep your ratio of defense rating to dodge rating between 1.5:1 and 2:1, and to never gem or gear for parry, except in cases where the item is an overall upgrade.
Mitigation
Like avoidance-gearing, mitigation-gearing also seeks to reduce the total damage taken, but it takes the opposite approach to that goal by focusing on reducing the size of the blows taken rather than their number. The first goal of mitigation gearing is to fill up the entire hit table with full or partial avoidance and thus eliminate any chance of an unblocked hit landing. (This is similar to the process of becoming immune to crushing blows from TBC.) Once that's achieved, all remaining gear freedom is focused on armor or block value.
Mitigation tanks function best against bosses or mobs that use lighter, fast attacks, where blocking can really shine. Mitigation gearing is also useful when first learning a fight, because it reduces the largest amount of damage you can take from one blow or from a multi-attack combination.
The valued gear stats for a mitigation approach are block rating and defense rating until the hit table is filled up, and then block value and armor after that point. Other avoidance stats (doge, parry, agility) are useful if they help fill up the hit table, but they're inferior to defense (which adds more total avoidance including block) and block rating (which is far more efficient per-point at filling the hit table. An addon like TankPoints is almost essential for this approach to determine exactly how much avoidance is needed. Additional avoidance beyond what's needed to fill the hit table is wasted.
Soaking
Gearing for soaking ability doesn't seek to reduce the amount of damage taken; rather, it increases the amount of damage you
can take before dying. It's very rough on healers' mana, but it's hard to beat for overall survivability, especially on learning encounters. Soaking ability also has one major advantage over mitigation and avoidance, which is that it's useful against spell attacks, which can't be avoided or blocked.
Gearing for soaking ability is pretty simple: just stack stamina. More stamina is always better, and there's no diminishing returns on stamina, so there's nothing tricky or fancy here.
What's the best for me?
This depends on several factors, including the encounter you're tanking on, your personal preference and comfort, your healers' personal preference and comfort (which is almost always more important than yours), and the other tanks you're working with and what their gearing philosophies are.
This is one area where communication with your healers is critically important. Make sure to ask them regularly how hard you are to heal and why, and pay attention to what they say. If they say something like "Your health spikes a lot" then you might want to move away from avoidance and more towards mitigation. If they say something like "You're just taking damage too fast for me to keep up," then perhaps you should think about going the other way.
If you're in a guild or some other regular group that focuses on 10 or 25-man raids, talk to the other tanks about what they're doing. Different classes have different strengths and weaknesses, and it's to the advantage of your raid or your guild to have tanks that can handle different kinds of situations well. Paladins are strongest at mitigation tanking, due to the fact that Druids and Death Knights have no blocking abilities, and Holy Shield allows a prot paladin to block incoming blows with more consistency than a warrior.
However, this does
not mean that every paladin should gear for mitigation. Instead, look at the other tanks you raid with. If you're in a 25-man raiding group and have tanks of each class, then the best move is to let each tank specialize in the kind of survival they're best suited for. On the other hand, if you're in a 10-man raiding group and the only other regular tank is a warrior, you don't have a class that's well-suited for soak-tanking, and in that case you should consider having at least one of you build a high-stamina set.
What's also important to remember is that these concepts are not mutually exclusive. You can take a middle-of-the-road approach that blends more than one philosophy (in fact, to some degree you have to, because you don't get to custom-design gear to fit your needs), and you can keep multiple sets of gear in your bags to switch for different fights (in fact, youre going to have to do this to some degree as well).
Gearing for threat
Aside from staying alive, the other main goal of a tank is to generate sufficient threat to keep mobs under control. In stable situations in Tier 7 content, this is generally considered fairly trivial. It's not hard to build a large threat lead over comparably-geared dps so long as you get to directly engage the mob the entire time. However, many fights will force you to suspend your threat generation on a mob or boss from time to time, even while they allow your dps (ranged dps especially) to continue hammering away. Furthermore, while sustained threat generation is generally not hard, it's often the case that your dps will want to open up as soon as possible, and a single missed Shield of Righteousness at the beginning of the fight can often have serious consequences. Thus, while most of your gearing effort will focus on survivability, you'll still have to think about threat.
Sustained threat
If you're interested in maximizing your raw threat generation over a long period of time, the best stat to focus on is Strength. With a normal tanking talent build, each point of strength on gear yields 2.3 attack power and approximately 0.75 shield block value, making Strength a better threat value then either attack power or block value alone.
After Strength, the next best stats for overall threat are hit and expertise (until you reach the cap for both), followed by block value, followed by attack power. Spell power is the weakest, because threat abilities that scale with spell power also scale with attack power at the same rate, and attack power is far cheaper from an itemization standpoint.
Burst threat
There are situations where being able to pick up an untouched mob (such as an add) is extremely important. In these situations, it pays to be able to guarantee a certain amount of threat right off the bat no matter what. By far the best way to do this is to stack enough hit rating to reach the hit cap. (The exact amount depends on your raid composition and buffs, but the short version is that if you have a draenei in your party you need +7% chance to hit, or 230 hit rating, and if you don't have a draenei in your party you need +8%, or 263 hit rating.)
Once you've reached the hit cap, you can guarantee that Shield of Righteousness, Avenger's Shield, and Judgements will always hit their target, because these abilities can't be parried, dodged, or blocked. This means you can guarantee generating a certain minimum level of threat on the target within a set number of global cooldowns, so you can tell your dps, for example, that they can go ahead and unload once they see the judgement hammer hit the target, or whatever specific signal you like. As an added bonus, once you've reached the hit cap, if you're using the Glyph of Righteous Defense, you can guarantee that your Righteous Defense will always work and won't miss or be resisted. (On mobs/bosses that can be taunted, naturally.)
Enchants
Understanding the "cost" of stats
The WoW item designers distribute stats on an item by "buying" them with a budget of points that's based on the level of the item and its gear slot. For example, any epic shoulder that drops in Naxx-10 will have the same point budget; shoulders for different classes will spend the points on different things. Understanding how this works can help you evaluate enchants and gems.
Here are the costs of some common stats:
| Stat | Item Point Cost | Notes |
| +1 str, agi, int, or spi | 1.0 | |
| +1 any combat rating | 1.0 | |
| +1 sta | 0.67 | 1.5 stamina = 1 of any other base stat or rating |
| | | |
| +1 spell power | 0.86 | |
| +1 block value | 0.33 | |
| +1 attack power | 0.50 | always worse than equal value in strength |
| +14 armor | 1.0 | |
| +1 magic resistance (one school) | 1.0 | |
Gems will always have the same number of item points at a certain quality level. This means that for any quality level of gem and any specific number of slots on your gear, you can shuffle stats around however you like to activate socket bonuses. For example, rare-quality ("blue") gems in WotLK have 16 item points each. If your gear has 5 gem slots on it, that means you have 80 item points to spend on whatever stats you can get through gems. You can spend all 80 on stamina (+120 sta), or you can spend 40 on defense rating and 40 on strength (+40 def rating, +40 str) or whatever you like to get the stats you need.
Enchants, on the other hand, do not always have the same number of item points in a given slot. This means that some enchants are "more efficient" than others. For example,
[Enchant Chest - Super Health] gives you 275 hp, while
[Enchant Chest - Greater Defense] gives you 22 defense rating. The defense rating enchant is 22 item points worth of defense; the same number of points would get you 33 stamina, which would be 330 hp -- actually more like 400 hp once you apply talents and BoK. Thus, it's pretty obvious that the defense enchant is a more "powerful" enchant than the health enchant -- if you need more defense but also want to add more stamina, you should use your chest enchant to get the defense, and then get the stamina from gems or some other source.
Of course, common sense should apply as well. For example,
[Enchant Shield - Greater Intellect] is worth more itemization points than
[Enchant Shield - Defense]. But defense is an important tanking stat while intellect is effectively useless, so obviously you'd want to go with the defense enchant.
In general, if you're trying to sort out which enchants and gems to use, it's best to first figure out which stats you need. Then, look to see if there are any efficient enchants to get those stats. If so, get those; if not, figure out how you can get those stats from gems and work on that.
Slot-by-slot enchant analysis
(Note: Many profession-specific enchants (and enchant-like effects) have been upgraded as of the 3.2 patch. These upgrades mostly have the effect of keeping all professions roughly balanced in terms of the item-points received from their perks.)
Head
[Arcanum of the Stalwart Protector] (44 item points)
[Mind Amplification Dish]: (30 item points)
The Argent Crusade arcanum is what you'll be wanting to use on pretty much every tanking helm you ever get. If you're not revered with the Argent Crusade, that should be one of your top priorities.
The Mind Amplification Dish is available only to engineers. Strictly speaking it's a trade of 20 defense rating for 8 stamina compared to the standard Arcanum of the Defender. There's also the mind-control ability it grants; the limits of this aren't exactly known as of this writing (but don't plan your raid-boss strategies around it.)
Shoulder
[Greater Inscription of the Pinnacle]: 35 itemization points
[Lesser Inscription of the Pinnacle]: 25 itemization points
[Greater Inscription of the Gladiator]:: 35 itemziation points
[Master's Inscription of the Pinnacle]:: 75 itemization points
The Sons of Hodir sell most of the shoulder enchants in WotLK, so getting to at least honored with them (through a quest chain that starts at K3 in Storm Peaks) is a good idea (unless you picked Inscription as a profession, obviously).
The Gladiator inscription requires some PvP to obtain, but it's still an excellent choice for tanking. It's the only choice that provides stamina in the shoulder slot, and the resilience can compensate for missing out on defense rating.
Cloak
[Enchant Cloak - Titanweave]: 16 itemization points
[Enchant Cloak - Major Agility]: 22 itemization points
[Enchant Cloak - Mighty Armor]: 16 itemization points
[Flexweave Underlay]: 23 itemization points
The raw efficiency of Major Agility is mitigated somewhat by the fact that agility is not an optimal tanking stat, but it's still the best enchant to get if you're interested in pure avoidance. Mighty Armor is good if you're going for mitigation, and Titanweave is obviously the best enchant to get if you're still looking for defense.
Chest
[Enchant Chest - Exceptional Resilience]: 20 resilience
[Enchant Chest - Super Health]: 275 health
[Enchant Chest - Powerful Stats]: 10 to all (primary) stats
[Enchant Chest - Greater Defense]: 22 defense rating
[Heavy Borean Armor Kit]: 18 stamina
[Enchant Chest - Super Stats]: 8 to all (primary) stats
[Enchant Chest - Powerful Stats]: 10 to all (primary) stats
Greater Defense is the most itemization-efficient, and definitely the way to go if you still need/want defense, or if you can use the enchant to switch defense gems to something else. The super and mighty health enchants are only worth ~15 and ~10 stamina, since they don't get any effect from BoK or stamina talents; generally the stat enchants are going to be better than these if you don't want the defense. Resilience should only be used if you absolutely need it to reach the crit cap (such as with resistance gear). The armor kit comes out to 227 hp on average with talents and BoK; not as good as the health enchant, but not far off and a great deal cheaper.
Wrists
[Enchant Bracer - Major Stamina]: 40 stamina
[Enchant Bracer - Major Defense]: 12 defense rating
[Leatherworking: Fur Lining - Stamina]: 102 stamina (req. 400 leatherworking)
Major Stamina is the most efficient option here by a significant margin. The only reason to go with the defense enchant is if you absolutely need it to reach the crit cap and you have no other options.
(Blacksmiths have an option to add a prismatic gem slot to their bracers. This does
not count as an enchant.)
Hands
[Enchant Gloves - Armsman]: 10 parry rating, +2% threat
[Enchant Gloves - Major Agility]: 20 agility
[Enchant Gloves - Precision]: 20 hit rating
[Enchant Gloves - Expertise]: 20 expertise rating
[Heavy Borean Armor Kit]: 18 stamina
[Enchant Gloves - Major Strength]: 15 strength
[Reticulated Armor Webbing]: 885 armor (req. 400 engineering)
[Hand-Mounted Pyro Rocket]: 1654-2020 fire damage, 45 second cooldown (req. 400 engineering)
All of the WotLK enchants are viable choices here, depending on what you want/need. Personally I'd recommend skipping Armsman until you get to the point where threat is actually a concern. The Major Strength enchant is from TBC, and should only be used if you're hell-bent on maximizing block value and dps. The armor kit is less efficient than the other options but if you really really want stamina, there it is.
If you're an engineer, the armor modification is excellent. At normal armor levels for a prot paladin, it'll reduce incoming physical damage by roughly 1.5-2% before blocking. The hand-mounted rockets are a fun toy, but between HoR, AS, and Exo, they're not likely to be necessary.
zeida: A note about the pyro rocket modification: They have an extremely wide firing arc (nearly 180 degrees) and a 45 yard range. Although the new single target taunt obviously offers superior damage and threat, and doesn't consume an enchantment slot, it will not possess this range or arc of the glove enhancement. I must confess I do use these, because I like to chain pull trash and they cut downtime substantially, but from a pure tanking standpoint, they are indeed hard to defend in terms of utility and worthiness.
Waist
[Eternal Belt Buckle]: Extra prismatic gem socket
The one and only good thing to put on your belt. Doesn't affect the belt socket bonuses in any way, so fill it with whatever you need most.
Legs
[Frosthide Leg Armor]: +55 stamina, +22 agility
[Jormungar Leg Armor]: +45 stamina, +15 agility
(Leatherworkers get a cheap leg armor patch with the same stats as the epic armor kit, but they can only use it on their own armor.)
The blue armor kit is a good deal cheaper than the epic kit, so plan accordingly if you're expecting upgrades soon.
Feet
[Enchant Boots - Greater Fortitude]: 22 stamina
[Enchant Boots - Tuskarr's Vitality]: 15 stamina, +8% run speed
The run speed improvement on Tuskarr's Vitality does not stack with the 15% increased run speed from the Pursuit of Justice talent. Take this into account when planning your build and your enchants.
There's also an engineer-only boot gadget, [url=http://www.wowhead.com/?spell=55016]Nitro Boosts][/b], which increases your run speed for 5 seconds on use, with a 5-minute cooldown. At first glance, this looks like a nice answer to one of the weak spots of paladin tanks: the inability to close distances quickly (e.g., Intervene, Feral Charge, Death Grip). However, the rather unfortunate drawback is that the boosters have a chance to backfire and launch you straight up in the air. When this happens, mobs that you're tanking will lose aggro on you and run off to beat up other people, and you'll parachute back to the ground. While this can obviously be an entertaining effect, your 25-man raid might not be particularly pleased if they wipe on a difficult fight because your boots malfunctioned. So use these only if you're really sure they won't get you into trouble.
zeida: The nitro boost boots modification may in fact malfunction and knock the user high into the air, dropping aggro, but should this occur, he will not fall to the ground and die instantly; instead he receives the Parachute buff (just as he would being dismounted flying over Wintergrasp or Dalaran) and will fall slowly to the ground. I do not know whether this breaks on damage or not.
They have an additional possible malfunction not mentioned - they will sometimes be fully ineffective and do absolutely nothing.
I personally do have the nitros on my tanking boots as a PoJ specced paladin, simply because I believe having the capacity to quickly cover great distance (even unreliably) is far more potentially decisive than 22 stamina. Obviously, using these things when I am actively tanking a major mob would be irresponsible except in dire circumstances; nonetheless I like having the option available to me."
Finger
[Enchant Ring - Stamina]: +30 stamina (req. 400 enchanting)
This is the "perk" for being an enchanter: you get 60 extra stamina from enchanting your rings in a slot where non-enchanters get nothing.
Weapon
[Enchant Weapon - Blood Draining]: Potentially up to ~2k self-heal when you drop under 35% health
[Enchant Weapon - Blade Ward]: Chance for +200 parry rating and damage on parry
[Enchant Weapon - Accuracy]: +25 hit rating, +25 crit rating
[Enchant Weapon - Exceptional Agility]: +26 agility
[Titanium Weapon Chain]: +28 hit rating, 50% reduction in duration for disarm effects.
[Enchant Weapon - Potency]: +20 strength
Blood Draining and Blade Ward are the two high-end enchants at this point, and which is preferable depends on personal preference. Blade Ward procs significantly more often now that SoV procs count as weapon attacks, and the removal of the "leapfrog" effect from Ardent Defender means there's no real downside to Blood Draining.
As for the lower-end enchants, the Titanium Weapon Chain is very nice for hit-capping. Accuracy has almost as much hit rating and a lot of crit, so it's a solid enchant. Exceptional Agility is the only option if you want steady avoidance. Potency is included because it's the only +strength enchant, so it's the only way to increase block value if that's what you're really after.
(The planned Titanguard enchant for +50 stamina to a weapon has been removed and won't appear in the game.)
Shield
[Enchant Shield - Defense]: 20 defense rating
[Enchant Shield - Major Stamina]: 18 stamina
[Titanium Plating]: 81 block value, reduced disarm effects by 50%.
Defense or block value is generally the way to go here; Major stamina is a TBC enchant and should only be used if you really really really want stamina and you can't get it anywhere else.
Gems
As mentioned above, all gems of a the same quality level have the same number of itemization points worth of stats. The numbers are given in this chart:
| Quality (WotLK gems) | Primary color (red, yellow, blue) | Secondary color (green, orange, purple) |
| Uncommon | 12 points | 6 points + 6 points |
| "Perfect" Uncommon | 14 points | 7 points + 7 points |
| Rare | 16 points | 8 points + 8 points |
| Epic | 20 points | 10 points + 10 points |
| Dragon's Eye (Jewelcrafter only) | 34 points | |
| Meta (vendor) | | 17 points + secondary effect |
| Meta (crafted) | | 21 points + secondary effect |
For the most part, gems just represent a pool of points that you can spend on whatever stats you want. If you don't care about the socket bonus for a piece of gear, then obviously you can just throw in whatever gems you want. If you decide you do want the socket bonus, then you'll need to figure out which gems can activate the bonus while still giving you as many of the stats you most want as possible.
Comments on the specific stats available for each gem color:
Red
(also orange, purple)
Good
Dodge rating (avoidance)
Parry rating (avoidance)
Agility (avoidance, tiny bit of mitigation, some crit)
Strength (threat, some mitigation)
Expertise rating(some threat, some avoidance)
Bad
Attack Power (always worse than strength)
Spell Power (even worse than attack power)
Armor Penetration Rating (only affects white damage threat and damage, which is tiny)
Red gems can have some useful stats for tanks, but there are no crucial red stats as there are for yellow (defense, hit) or blue (stamina). Strength can be handy for threat generation, but it's secondary in importance to hit, and the block value provided by strength is a fairly inefficient way to boost mitigation. For most tanks (as of the early stages of WotLK anyway), red gems are practically never used, and orange/purple gems are only used to activate socket bonuses.
Yellow
(also orange, green)
Good
Defense rating (crit-immunity, avoidance)
Hit rating (threat, especially reliable threat)
Bad
Crit rating (fun, but a waste of points that could be used for something better)
Haste rating (minimal threat value)
Resilience rating (unless you desperately need to be uncrittable and defense won't get you there)
Intellect (if you're having mana issues, there are much better ways to fix them)
Yellow is one of the bread-and-butter gem colors for tanking. It takes a lot of defense rating to reach crit-immunity, and hit rating is absolutely crucial to reliable taunts and realiable threat generation. Between the two, you can plan on using a lot of yellow and yellow-hybrid gems, especially early on in gear progression.
Blue
(also green, purple)
Good
Stamina
Bad
Everything else
Do not get mp5, do not get spirit, and don't even think about spell penetration. Stamina is the beginning and end of blue gemming for tanking. Whether you want to slant your "free gems" to stamina or to avoidance is a matter of personal preference, but every single blue or blue-hybrid gem you ever socket in tanking gear should have stamina on it, period.
Prismatic
[Nightmare Tear]
This gem can be handy because it can match any slot, and it counts as a red, a yellow, and a blue gem for meta-gem activation. The total itemization value of useful tanking stats is greater than a standard epic gem (10 str + 10 agi + 10 sta = 26.7 item points) but without any focus on a single stat.
Meta
[Austere Earthsiege Diamond]: 32 stamina, +2% armor from items
[Eternal Earthsiege Diamond]: 21 defense rating, +5% shield block value
[Effulgent Skyflare Diamond]: 32 stamina, reduces spell damage taken by 2%
Effulgent Skyflare is really only useful for extreme magic-damage fights; the real choice for standard tanking gear is between the two earthsiege diamonds. The stamina and defense rating on these gems have the same itemization cost, so they're equally "valuable". If you need the defense on the Eternal to reach the crit cap then the choice is made for you; otherwise you can take either the stamina or the defense rating and make up for the other by shuffling gems around somewhere else.
The important difference is the 2% armor bonus vs the 5% block value bonus. For most realistic armor values (DR's between 50% and 65%) an extra 2% armor will reduce the damage taken by approximately 1%. So the two gems are equal in overall damage reduction when 5% of your total blocked damage is the same as 1% of the total incoming damage before blocking. That is, if you're blocking 20% or more of the incoming physical damage, you'll get more damage reduction out of the 5% blockvalue bonus than out of the 2% armor bonus.
This is something you'll have to determine for yourself, because it depends on what content you're doing, what kind of other gear you have, what your overall gearing strategy is, etc, etc. Also, keep in mind that in situations where you
can't block at all, such as stuns, extra block value does absolutely nothing for you, but the armor is always there. On the other hand, the block value bonus increases your threat, especially your burst threat, whereas the armor bonus doesn't.
Slot-specific notes and "interesting" items
Weapon
As it was in TBC, the weapon slot has the largest effect on your overall threat generation, but for different reasons. In TBC, a spellpower weapon was the preferred way to go for tanking, because all of the paladin damage spells (at the time) scaled with spellpower and nothing else. This is no longer the case in WotLK, since every prot paladin damage ability that scales with spellpower now also scales with attack power (and in fact scales better with AP than with SP because AP is cheaper) and the two new spells, ShR and HotR, don't scale with spellpower at all.
The best weapons now are standard tanking weapons, since HotR scales strongly with weapon dps and these weapons also have mitigation/avoidance stats on them (especially handy for reaching and maintaining crit immunity). While a spellpower weapon would boost damage from a number of different abilities, the overall effect would still be weaker than the scaling of a melee weapon on HotR damage. (If there were weapons that had sacrificed dps converted into AP, those would be the best weapons, but those don't exist.)
The speed of your weapon is relatively inconsequential. Slower weapons have slightly better properties for parrying (both yours and your target's) and for using HotR with Seal of Righteousness. Fast weapons allow you to stack Seal of Vengeance slightly faster. Neither of these effects is significant enough for weapon speed to be a factor in your gear decisions. Choose the weapon that has the highest dps or the best stats.
Shield
Shields have a lot of armor relative to other pieces and relative to the other stats on shields. An ilevel 213 shield will have a little more than half the stats budget as an ilevel 213 chest, but it will have over three times as much armor. Because of this, make sure to pay attention to the armor when comparing shields; frequently a higher-level shield will offer you more mitigation than a lower-level shield, even if the stat allocation isn't as desirable.
Trinkets
[Darkmoon Card: Greatness]
This is the best threat/dps trinket in the game (the +strength version), and it also provides a respectable amount of mitigation through block value. It also does handy double-duty as an excellent Retribution trinket if you respec or dual-spec Ret. This is not cheap, but if you have the money to spend it can be an excellent purchase.
[Anvil of Titans]
The second-best threat/dps trinket. In addition to the nice proc, it's worth noting that the 84 resilience on this item is worth 1.02% crit reduction. So, if you're designing a threat/dps set with this trinket, you can actually afford to lower your defense skill to 515 and still be uncrittable by raid bosses. This can let you swap out one or two other pieces of tanking gear for higher-dps items, even non-tanking (i.e., Retribution-type) gear.
Furthermore, if you're gearing for high threat/dps, you'll have a lot of pieces with block value on them, and gear with block value almost always has significant amounts of block rating as well. Depending on what you have available, you may even be able to use this trinket, swap some tanking gear out for dps items to reduce your defense to 515, and still have enough block rating left to fill up the hit table when Holy Shield is active.
If survival is a concern at all, this is not a great idea, because effectively it means you're increasing the number of attacks that will hit you. But it can be useful and fun for some farming runs, and especially for working on speed achievements such as the 3-minute Patchwerk kill.
[Defender's Code]
[Grim Toll]
[Repelling Charge]
(Various other assorted epic and blue trinkets with large single-stat boosts.)
There are a number of trinkets available that give large buffs to a single stat. These can be especially useful to swap in and out for different fights where you need specific stats. For example, armor is especially useful on Maexxna when you get web-wrapped and can't dodge, parry, or block, so you can use Defender's Code for that fight; on another fight where you have to pick up adds you might prefer Grim Toll or something similar, etc. Building a diverse collection of trinkets can give you a lot of extra flexibility without having to carry around tons of items for other gear slots.
Naturally, be respectful of the needs of others in your raid when rolling on non-tanking trinkets.
Librams
[Libram of Defiance] (Patch 3.2: chance of 200 dodge rating for 18 seconds each time you use HotR)
[Libram of the Sacred Shield] (Patch 3.2: lasts 20 seconds when you cast Holy Shield)
[Libram of Obstruction] (Patch 3.2: lasts 10 seconds)
The changes to block value in the 3.2 patch left the Sacred Shield libram in an odd place; while its effect lasts longer than Obstruction, it's hard to envision a scenario where you would care about your block value but wouldn't be judging enough to keep Obstruction active permanently.
The exact properties of the Defiance Libram aren't yet known. Data mining points to a proc chance of 80% but nothing is known about the cooldown on the effect, if any. Although 200 dodge rating converts to roughly 4.4% dodge chance, diminishing returns will make the actual increase somewhat lower.
Other slots
[Undiminished Battleplate]
[Gauntlets of Dragon Wrath]
(and other items)
Sometimes you'll see a piece of dps plate that still has decent tanking stats. These two items, for example, are not really "tanking" pieces, but at the same time all of their stats are valuable for tanking, and they might be useful, at least situationally. If you were putting together a +hit set, for example, you could use these two pieces of plate, and then perhaps use the Repelling Charge trinket (see above) as well to offset the lost defense rating.
Glyphs
Major
There are a number of useful major glyphs for tanking, and the exact set that's best for you comes down to personal preference and the types of encounters and roles you end up seeing.
Must Have
[Glyph of Divine Plea]: Since the Guarded by the Light talent allows you to keep Divine Plea active full-time as long as you're hitting something, this glyph effectively amounts to a flat 3% reduction to all incoming damage. This is probably the only glyph universally considered a "must-have" for tanking.
Good and/or Situationally Useful
[Glyph of Seal of Vengeance]: 10 expertise (not 10 expertise
rating) decreases your chance to be dodged and parried by 2.5% each, potentially increasing your chance to hit a mob by up to 5% if you're not already at the dodge cap. Against a boss this is of debatable value; since Seal of Vengeance is a countinuous damage-over-time effect your threat doesn't really suffer from a miss, but on the other hand reducing a boss's opportunity to parry your attacks can help prevent damage bursts.
Against groups of mobs, this glyph can often be very handy, especially in the case of trying to initially pick them up with HotR. HotR can be dodged or parried ("deflected") so this glyph can potentially make the difference when you're trying to get that first hit in on a mob.
[Glyph of Righteous Defense]: Handy in multi-mob situations, especially if you don't have much hit gear. Against bosses this is somewhat less useful than you might imagine; most bosses that require heavy use of taunting have artificially low resist rates.
[Glyph of Salvation]: Useful if you need another damage-reduction cooldown. Obviously using Hand of Salvation as a mini-shieldwall will cost you threat, so make sure you're running with a good threat lead.
[Glyph of Hammer of the Righteous]: Good if you frequently find yourself managing crowds.
[Glyph of Hammer of Justice]: Situationally this can be very useful, especially if you're specced into the 20-second cooldown on HoJ and frequently find yourself dealing with stunnable or interruptable mobs.
[Glyph of Avenger's Shield]: This is a matter of personal preference. I've never been interested, but if you'd prefer to have a stronger ranged threat burst on one target, then by all means go for it.
Avoid
[Glyph of Consecration]: The cooldown increase that comes with this glyph will screw up a standard 6/9 rotation. (The glyph is intended for Ret paladins to reduce their cooldown-collision issues and improve their mana efficiency.)
[Glyph of Exorcism]: Exorcism doesn't usually figure into the standard Prot rotation. This glyph will increase your ranged burst threat, but it's not a significant enough effect to warrant using a major glyph slot.
[Glyph of Judgement]: Prot paladin judgements don't do enough damage to make this worthwhile. (Another glyph intended for Ret, since their judgements -- Blood and Command -- have a weapon-damage component and do much more damage.)
[Glyph of Seal of Righteousness]: Seal of Vengeance is almost always preferred as a tanking seal. Even in those rare situations where SoR is preferable, the damage buff from this glyph is not enough to make it worthwhile.
[Glyph of Shield of Righteousness]: ShR is fairly cheap to begin with, and mana really shouldn't be enough of an issue for this to be worthwhile.
[Glyph of Spiritual Attunement]: This is worth 40% of one talent point in SA. If you're at 1/2 SA and having mana problems, the first thing you should do is respec and pick up that second point. If you're at 2/2 SA and
still having mana issues, it's unlikely that going from 10% to 12% is going to fix them, and you should probably take a closer look at how you're managing your mana usage, Divine Plea, etc.
[Glyph of Turn Evil]: Primarily a PvP glyph. If you're relying on Turn Evil frequently for crowd control in PvE, then perhaps this is worthwhile, but offhand I don't see how that would happen.
Minor
Unlike Major Glyphs, there really aren't many good options for Minor Glyphs. The minor glyphs that are useful for a prot paladin amount to Sense Undead, Lay on Hands, and Blessing of Kings.
Take because they're useful
[Glyph of Sense Undead]: A 1% damage increase against a specific mob type may not sound great, but it's a pretty good deal for a minor glyph, especially since one of the major raid instances (Naxxramas) is chock full of undead.
[Glyph of Lay on Hands]: Reducing the cooldown of a potentially lifesaving spell from 20 minutes to 15 minutes is a nice effect.
Take because it's convenient
[Glyph of Blessing of Kings]: Once you start raiding you'll discover how tiny your mana bar is compared to the buffs you have to cast after every wipe. Well, that's what this glyph is for! Anytime you can claim BoK duty in a raid, this glyph will allow you to buff the entire raid, cast Righteous Fury, and activate your seal
without having to drink!
Don't take because you'll never use them
[Glyph of Blessing of Might]
[Glyph of Blessing of Wisdom]
Just shoot me now
[Glyph of the Wise]
Consumables
Consumable buffs can be treated similarly to enchants and gems. They essentially represent extra "enchantment slots" that you can fill with different stats. They're more flexible than enchants, since you can choose what you want at the time you use the consumable, but as the name suggests, consumables get consumed when you use them and have to be replaced.
Flasks/Elixirs
Flasks
[Flask of Stoneblood]: +1300 hp (~= +104 stamina with talents and BoK)
[Flask of Fortification]: +10 defense rating, +500 hp (~= +40 stamina with talents and BoK)
[Lesser Flask of Toughness]: +50 resilience rating
As of the 3.1 patch, Stoneblood is by far the most powerful option here. Only go with one of the other two if you absolutely need the extra defense/resilience to reach crit-immunity -- and eve then, you're probably better off with elixirs.
Guardian Elixirs
[Elixir of Mighty Defense]: +45 defense rating
[Elixir of Protection]: +800 armor
[Elixir of Mighty Fortitude]: +20 hp/5, +350 hp (~= +28 stamina with talents and BoK)
The Mighty Defense elixir represents a great itemization savings if your gear lets you trade defense rating out for stamina efficiently, and the Protection Elixir is a great physical mitigation buff. The Mighty Fortitude Elixir is pretty terrible, and really only useful if you're using a Battle Elixir for some other reason and you just want to fill the Guardian slot. (And even then you really should go for Protection.)
Battle Elixirs
[Elixir of Accuracy]: +45 hit rating
[Elixir of Expertise]: +45 expertise rating
[Elixir of Mighty Agility]: +45 agility
[Elixir of Mighty Strength]: +50 strength
These are all pretty good options, depending on what stat you find yourself most in need of. Accuracy can be especially important for fights where reliable taunting and snap-threat are needed, if your standard gear doesn't bring you to the hit cap.
Flask vs Elixirs
A Stoneblood Flask gives you a slightly greater overall value than a pair of elixirs. It also persists through death, which is extremely useful if you're learning a fight and wiping frequently, and extra health is by far the most generally useful thing for a tank. On the other hand, elixirs give you much more freedom to mix and match different buffs to improve stats that are important for a specific encounter, or to compensate for weak points in your gear. They don't persist through death, but if you aren't dying a lot (e.g., a farming run) they're cheaper than a flask.
Generally, most tanks will use a flask for learning attempts or "wipe nights" since flasks last through death and improve survivability. When you've got an encounter reliably on farm status, then it can be more useful to switch to elixirs, which can improve your mitigation and your dps/threat.
Food
Feasts
[Fish Feast]
[Great Feast]
Strength
[Dragonfin Filet]
Agility
[Blackened Dragonfin]
Hit Rating
[Worg Tartare]
[Snapper Extreme]
Expertise Rating
[Rhinolicious Wormsteak]
Like most consumables, choose the food that augments the stats you find most useful. Feasts aren't the most efficient use of the slot for tanking, but they don't cost you anything (assuming someone else provided the feast) and they give you the same stamina bonus as other foods.
Potions
[Indestructible Potion]
[Runic Healing Potion]
[Runic Mana Potion]
Potions have a one-minute cooldown, but the cooldown will only start when you're not in combat. Hence, you can only use one potion during each fight, but if you use one potion just before the fight starts, you'll be able to use a second one a minute later. Obviously this doesn't help much with mana or healing potions (presumably you're going to be at full health/mana before starting a fight) but it can be useful with Indestructible Potions, since you can drink one just before the start of the fight, and then drink a second one after the first wears off, for a total of (almost) 4 minutes of the potion effect.
Indestructible Potion are useful for dealing with enrage-type effects or other bursts of heavy physical damage. Most fights in heroics and T7 content last less than 4 minutes, so you can use this two-potion trick to get yourself a 3500-armor buff for the entire fight. As fights get longer in the later tiers of content, you'll have to be more strategic in your use of Indestructible Potions.
Healing potions can be useful for getting yourself out of a tight spot, but bear in mind that your buffed health pool is going to be in the 30k+ range even in fairly basic gear, so a potion that heals for an average of 3600hp is not going to make much of a difference if you're getting hammered fast.
You shouldn't be relying on mana potions frequently, but having a stack handy can help you get out of an occasional low-mana jam.